khanat-opennel-code/code/ryzom/client/src/gabarit.cpp

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "gabarit.h"
#include "nel/3d/u_skeleton.h"
#include "nel/3d/u_bone.h"
#include "nel/3d/u_driver.h"
#include "nel/misc/algo.h"
#include "nel/misc/progress_callback.h"
#include "game_share/gender.h"
#include <algorithm>
using namespace NLMISC;
using namespace NL3D;
using namespace std;
//using CSkeletonGabarit::EBoneCategory;
H_AUTO_DECL(RZ_CSkeletonGabarit)
extern UDriver *Driver;
CGabaritSet GabaritSet;
static const struct
{
const char *Name;
CSkeletonGabarit::EBoneCategory Category;
} boneInfos[] =
{
/*
{ "Bip01 Head_Second", CSkeletonGabarit::Other },
{ "Bip01 Ponytail1_Second", CSkeletonGabarit::Other },
{ "Bip01 L Finger0_Second", CSkeletonGabarit::Arm },
{ "Bip01 L Finger1_Second", CSkeletonGabarit::Arm },
{ "Bip01 L Finger2_Second", CSkeletonGabarit::Arm },
{ "Bip01 L Finger3_Second", CSkeletonGabarit::Arm },
{ "Bip01 L Finger4_Second", CSkeletonGabarit::Arm },
{ "Bip01 L Toe0_Second", CSkeletonGabarit::Legs },
{ "Bip01 R Toe0_Second", CSkeletonGabarit::Legs }
*/
{ "Bip01 Pelvis", CSkeletonGabarit::Torso },
{ "Bip01 Spine", CSkeletonGabarit::Torso },
{ "Bip01 Spine1", CSkeletonGabarit::Torso },
{ "Bip01 Spine2", CSkeletonGabarit::Torso },
{ "Bip01 Neck", CSkeletonGabarit::Other },
{ "Bip01 Head", CSkeletonGabarit::Other },
{ "Bip01 Ponytail1", CSkeletonGabarit::Other },
{ "Bip01 Ponytail11", CSkeletonGabarit::Other },
{ "Bip01 L Clavicle", CSkeletonGabarit::Torso },
{ "Bip01 L UpperArm", CSkeletonGabarit::Arm },
{ "Bip01 L Forearm", CSkeletonGabarit::Arm },
{ "Bip01 L Hand", CSkeletonGabarit::Arm },
{ "Bip01 L Finger0", CSkeletonGabarit::Arm },
{ "Bip01 L Finger01", CSkeletonGabarit::Arm },
{ "Bip01 L Finger02", CSkeletonGabarit::Arm },
{ "Bip01 L Finger1", CSkeletonGabarit::Arm },
{ "Bip01 L Finger11", CSkeletonGabarit::Arm },
{ "Bip01 L Finger12", CSkeletonGabarit::Arm },
{ "Bip01 L Finger2", CSkeletonGabarit::Arm },
{ "Bip01 L Finger21", CSkeletonGabarit::Arm },
{ "Bip01 L Finger22", CSkeletonGabarit::Arm },
{ "Bip01 L Finger3", CSkeletonGabarit::Arm },
{ "Bip01 L Finger31", CSkeletonGabarit::Arm },
{ "Bip01 L Finger32", CSkeletonGabarit::Arm },
{ "Bip01 L Finger4", CSkeletonGabarit::Arm },
{ "Bip01 L Finger41", CSkeletonGabarit::Arm },
{ "Bip01 L Finger42", CSkeletonGabarit::Arm },
{ "Bip01 R Clavicle", CSkeletonGabarit::Torso },
{ "Bip01 R UpperArm", CSkeletonGabarit::Arm },
{ "Bip01 R Forearm", CSkeletonGabarit::Arm },
{ "Bip01 R Hand", CSkeletonGabarit::Arm },
{ "Bip01 R Finger0", CSkeletonGabarit::Arm },
{ "Bip01 R Finger01", CSkeletonGabarit::Arm },
{ "Bip01 R Finger02", CSkeletonGabarit::Arm },
// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger0R", CSkeletonGabarit::Arm },
{ "Bip01 R Finger1", CSkeletonGabarit::Arm },
{ "Bip01 R Finger11", CSkeletonGabarit::Arm },
{ "Bip01 R Finger12", CSkeletonGabarit::Arm },
// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger1R", CSkeletonGabarit::Arm },
{ "Bip01 R Finger2", CSkeletonGabarit::Arm },
{ "Bip01 R Finger21", CSkeletonGabarit::Arm },
{ "Bip01 R Finger22", CSkeletonGabarit::Arm },
// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger2R", CSkeletonGabarit::Arm },
{ "Bip01 R Finger3", CSkeletonGabarit::Arm },
{ "Bip01 R Finger31", CSkeletonGabarit::Arm },
{ "Bip01 R Finger32", CSkeletonGabarit::Arm },
// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger3R", CSkeletonGabarit::Arm },
{ "Bip01 R Finger4", CSkeletonGabarit::Arm },
{ "Bip01 R Finger41", CSkeletonGabarit::Arm },
{ "Bip01 R Finger42", CSkeletonGabarit::Arm },
// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger4R", CSkeletonGabarit::Arm },
{ "Bip01 L Thigh", CSkeletonGabarit::Legs },
{ "Bip01 L Calf", CSkeletonGabarit::Legs },
{ "Bip01 L Foot", CSkeletonGabarit::Legs },
{ "Bip01 L Toe0", CSkeletonGabarit::Legs },
{ "Bip01 R Thigh", CSkeletonGabarit::Legs },
{ "Bip01 R Calf", CSkeletonGabarit::Legs },
{ "Bip01 R Foot", CSkeletonGabarit::Legs },
{ "Bip01 R Toe0", CSkeletonGabarit::Legs },
{ "sein_droit", CSkeletonGabarit::Breast },
{ "sein_gauche", CSkeletonGabarit::Breast }
};
//===================================================================================
CSkeletonGabarit::CSkeletonGabarit()
{
H_AUTO_USE(RZ_CSkeletonGabarit)
nlctassert(sizeof(boneInfos) / sizeof(boneInfos[0]) == NumBones);
std::fill(BoneScale, BoneScale + NumBones, CVector(1, 1, 1));
std::fill(BoneSkinScale, BoneSkinScale + NumBones, CVector(1, 1, 1));
}
//===================================================================================
void CSkeletonGabarit::buildFromSkeleton(NL3D::USkeleton src, const std::string &skelName, bool bMale)
{
H_AUTO_USE(RZ_CSkeletonGabarit)
nlassert(!src.empty());
// get the bones we need
for(uint k = 0; k < NumBones; ++k)
{
sint boneID = src.getBoneIdByName(boneIndexToName(k));
if (boneID == -1)
{
// If the skeleton is male and we try to get breast its normal that we dont found it
if ( ! ((boneIndexToCategory(k) == CSkeletonGabarit::Breast) && (bMale)) )
nlwarning("CSkeletonGabarit : can't get bone %s for skeleton %s", boneIndexToName(k), skelName.c_str());
BoneScale[k].set(1, 1, 1);
BoneSkinScale[k].set(1, 1, 1);
}
else
{
UBone bone = src.getBone((uint) boneID);
bone.setTransformMode(UTransformable::RotQuat);
BoneScale[k] = bone.getScale();
BoneSkinScale[k] = bone.getSkinScale();
}
}
// get size
/*NLMISC::CAABBox bbox;
src.computeCurrentBBox(bbox, NULL, 0.f, true);
HeightScale = 2.f * bbox.getHalfSize().z;
*/
// yoyo patch
{
HeightScale= 1.f;
sint boneId = src.getBoneIdByName("Bip01 R Thigh");
if (boneId != -1)
{
UBone bone = src.getBone(boneId);
HeightScale = bone.getScale().x;
}
}
}
//===================================================================================
const char *CSkeletonGabarit::boneIndexToName(uint id)
{
H_AUTO_USE(RZ_CSkeletonGabarit)
nlassert(id < NumBones);
return boneInfos[id].Name;
}
//===================================================================================
CSkeletonGabarit::EBoneCategory CSkeletonGabarit::boneIndexToCategory(uint id)
{
H_AUTO_USE(RZ_CSkeletonGabarit)
nlassert(id < NumBones);
return boneInfos[id].Category;
}
//===================================================================================
//===================================================================================
void CGabaritSet::loadGabarits (NLMISC::IProgressCallback &progress)
{
H_AUTO_USE(RZ_CSkeletonGabarit)
static const char *genderPrefix[] = { "HOM_skel", "HOF_skel" };
static const char *racePrefix[] = { "TR_", "FY_", "MA_", "ZO_" };
static const char *heightPrefix[] = { "_Small", "_Mid", "_Big" };
static const char *widthPrefix[] = { "_Slim", "", "_Fat" };
// create a dummy scene to load the skeletons
UScene *scene = Driver->createScene(false);
if (!scene)
{
nlwarning("CGabaritSet::loadGabarits : can't create scene to load skeletons");
}
for(uint g = 0; g < NumGender; ++g)
{
// Progress bar
progress.progress ((float)g/(float)NumGender);
progress.pushCropedValues ((float)g/(float)NumGender, (float)(g+1)/(float)NumGender);
for(uint r = 0; r < NumRace; ++r)
{
// Progress bar
progress.progress ((float)r/(float)NumRace);
progress.pushCropedValues ((float)r/(float)NumRace, (float)(r+1)/(float)NumRace);
for(uint h = 0; h < NumHeights; ++h)
{
// Progress bar
progress.progress ((float)h/(float)NumHeights);
progress.pushCropedValues ((float)h/(float)NumHeights, (float)(h+1)/(float)NumHeights);
for(uint w = 0; w < NumWidths; ++w)
{
// Progress bar
progress.progress ((float)w/(float)NumWidths);
string skelName = string(racePrefix[r]) + genderPrefix[g];
if (h != 1 || w != 1)
{
skelName += string(heightPrefix[h]) + widthPrefix[w];
}
skelName += ".skel";
USkeleton skel = scene->createSkeleton(skelName);
if (skel.empty())
{
nlwarning("CGabaritSet::loadGabarits : can't load skeleton %s", skelName.c_str());
}
else
{
_Gabarit[g][r][h][w].buildFromSkeleton(skel, skelName, g == GSGENDER::male);
scene->deleteSkeleton(skel);
}
}
// Progress bar
progress.popCropedValues ();
}
// Progress bar
progress.popCropedValues ();
}
// Progress bar
progress.popCropedValues ();
}
Driver->deleteScene(scene);
}
//===================================================================================
sint CGabaritSet::peopleToIndex(EGSPD::CPeople::TPeople people)
{
H_AUTO_USE(RZ_CSkeletonGabarit)
sint race = -1;
switch (people)
{
case EGSPD::CPeople::Fyros: race = 1; break;
case EGSPD::CPeople::Tryker: race = 0; break;
case EGSPD::CPeople::Matis: race = 2; break;
case EGSPD::CPeople::Zorai: race = 3; break;
default:
nlwarning("CGabaritSet::peopleToIndex : not a supported race");
break;
}
return race;
}
//===================================================================================
void CGabaritSet::applyGabarit(NL3D::USkeleton dest, uint gender, EGSPD::CPeople::TPeople people, float height, float torsoWidth, float armsWidth, float legsWidth, float breastSize, float *finalHeightScale)
{
H_AUTO_USE(RZ_CSkeletonGabarit)
if (dest.empty())
{
nlwarning("<CGabaritSet::applyGabarit> Skeleton NULL (gender=%d People=%d)",gender,people);
return;
}
if (gender >= NumGender) return;
sint race = peopleToIndex(people);
if (race == -1) return;
clamp(height, -1, 1);
clamp(torsoWidth, -1, 1);
clamp(armsWidth, -1, 1);
clamp(legsWidth, -1, 1);
clamp(breastSize, -1, 1);
// we blend between the 4 nearest gabarits
// Slim -1 Normal 0 Fat 1
// +--------+--------+ Big 1
// | | |
// | | |
// | | |
// | | |
// +--------+--------+ Mid 0
// | | |
// | | |
// | | |
// | | |
// +--------+--------+ Small - 1
// a set of 4 gabarit between which to blend
// TL TR
// +------+
// | |
// | |
// | |
// +------+
// BL BR
struct CGabaritBlend
{
CSkeletonGabarit *TL;
CSkeletonGabarit *TR;
CSkeletonGabarit *BL;
CSkeletonGabarit *BR;
};
// Choose the right gabarits
float *widthsTab[CSkeletonGabarit::NumBoneCategory] = { &armsWidth, &torsoWidth, &legsWidth, &breastSize };
CGabaritBlend gbTab[CSkeletonGabarit::NumBoneCategory];
float blendTab[CSkeletonGabarit::NumBoneCategory];
// build each set of 4 gabarits
uint k;
for(k = 0; k < CSkeletonGabarit::NumBoneCategory; ++k)
{
float width = *widthsTab[k];
gbTab[k].BL = &_Gabarit[gender][race][height >= 0 ? 1 : 0][width >= 0 ? 1 : 0];
gbTab[k].BR = &_Gabarit[gender][race][height >= 0 ? 1 : 0][width >= 0 ? 2 : 1];
gbTab[k].TL = &_Gabarit[gender][race][height >= 0 ? 2 : 1][width >= 0 ? 1 : 0];
gbTab[k].TR = &_Gabarit[gender][race][height >= 0 ? 2 : 1][width >= 0 ? 2 : 1];
//
blendTab[k] = width >= 0 ? width : 1.f + width;
}
float heightBlend = height >= 0 ? height : 1.f + height;
// blend each bone
for(k = 0; k < CSkeletonGabarit::NumBones; ++k)
{
// get the bone in the dest skeleton
sint boneID = dest.getBoneIdByName(CSkeletonGabarit::boneIndexToName(k));
if (boneID != -1)
{
UBone bone = dest.getBone(boneID);
CSkeletonGabarit::EBoneCategory boneCategory = CSkeletonGabarit::boneIndexToCategory(k);
if (boneCategory != CSkeletonGabarit::Other)
{
const CGabaritBlend &gb = gbTab[boneCategory]; // takes the gabarit blend matching the bone category
bone.setTransformMode(UTransform::RotQuat);
// standard scale
CVector scale = NLMISC::computeBilinear(gb.BL->BoneScale[k],
gb.BR->BoneScale[k],
gb.TR->BoneScale[k],
gb.TL->BoneScale[k],
blendTab[boneCategory],
heightBlend);
bone.setScale(scale);
// skin scale
CVector skinScale= NLMISC::computeBilinear( gb.BL->BoneSkinScale[k],
gb.BR->BoneSkinScale[k],
gb.TR->BoneSkinScale[k],
gb.TL->BoneSkinScale[k],
blendTab[boneCategory],
heightBlend);
bone.setSkinScale(skinScale);
}
}
}
if (finalHeightScale)
{
*finalHeightScale = NLMISC::computeBilinear(gbTab[0].BL->HeightScale,
gbTab[0].BR->HeightScale,
gbTab[0].TR->HeightScale,
gbTab[0].TL->HeightScale,
0.f,
heightBlend);
}
}
//===================================================================================
float CGabaritSet::getRefHeightScale(uint gender, EGSPD::CPeople::TPeople people)
{
H_AUTO_USE(RZ_CSkeletonGabarit)
nlassert(gender < 2);
sint peopleIndex = peopleToIndex(people);
if (peopleIndex == -1) return 0.f;
return _Gabarit[gender][peopleIndex][1][1].HeightScale; // return mean size
}